Final Fantasy Mod Progress Updates, Part II

I asked about weapons, but I just saw you`ve answered that one before.

Also, if you are gonna make a Bahamut summon, make him look like he did in FF IX (I saw a pic of him, getting reaaally pissed off (Attack on Alexandria) in our local gaming magazine, and the text under the pic was: DON`T FU*K WITH BAHAMUT! :evil:)
Regular dragons are gonna be aded? I.e., the Red Dragon?
Also, I saw this cool unit - the flying fortress / castle or something. Flying Gardens?

[An idea for your next mod (in, like, distant future :)) - square enix mod. FF + Vagrant Story + Front Mission 3 + any other game made by them that you like, these 3 are my favs. (Snoopy`s jungle terrain is enough to be related to Chrono Cross! God, I wandered the map for 3 hours, just listening to the music and drooling..)]
 
Actually, I'm using one of Kinboat's Blue Dragons for Bahamut (I might whip up a new attack in Bryce and C&P it, though), and as for the Weapons.... I may do a FF VII scenario that has Midgar Zoloms pre-placed in the swamp area (I'll use Kinboat's giant cobra) and Weapons placed near where they start as high-level barbarians, but I can't add them to the random game as barbs, due to the fact that you can only have two land barb units and one sea barb unit. If I could add more Barb units, I'd add Malboros, Basilisks and other monsters so that as you advance in age, the barbarians get tougher to beat. Even now, with the Ghost Ships, Bandersnatches and Custom Sweepers, early expansion is a highly risky proposition......

Aaglo's Flying Fortress is already in the mod as a UU for the Forbidden Land (from FF III), and it replaces the Advanced Airship for that civ (since the Evil forces from the Forbidden Land Eureka in FF III had a flying castle from which they terrorized the rest of the planet)

I will likely add Chrono Cross if I run out of FF civs before hitting the 30 civ mark. Another Square-enix game I'm likely to add in those circumstances is Full Metal Alchemist, with State Alchemist, Federal Soldier and other UUs based on the game/manga.

As for my next Full blown mod, it will be a Sci-Fi one based on a mix of MoO and the ToT Sci-fi game... I'm planning on converting the jungles into Willies, the forests into Burning Forests, grasslands into Graminae, etc (just like in the ToT Sci-fi mod), but this time, instead of the Humans and some unknown alien race being stranded on Funestis, it will be the Humans, Ellerians, Psilons, Silicoids, and other MoO races that are stranded. Thiss will allow the "first to build a FTL spaceship and get back to their home systems" space race victory. The only things I have done for that mod thus far is the MoO LHs that I made a while back.... As a matter of fact, I'm thinking of using my Laguna LH for the Humans rather than ED's Matrix dude.

Of course, that's for AFTER the FF mod.
 
Hikaro Takayama said:
will likely add Chrono Cross if I run out of FF civs before hitting the 30 civ mark.

Why not Chrono Trigger?...the game was much more fun...and I would jump on the chance to make more Chrono Trigger improvements(I already made the Leene Bell, End of time(which is not so good) and Lucca's Teleport pad...

If you did Chrono Trigger, I could get the units and Id be a very happy man...I love that game, I acctually still play it(I didnt like Chrono Croos so much, but it was still good)...Now that Square games have come up, what about Xenogears?..
 
Do babarians always appear from their camps? If its possible to make raizing a barb camp worth more (more than 25 Gil, khm, Gold) than you could make Weapons immobile, and that would give the player a chance for a quest! Like, if you beat the extra strong Weapon (that doesn`t chase you around the map) and stand on its corpse, you get experience (veteran -> elite) and loads of cash.

I meant for you/someone to make a new, Flying Garden unit.

Ne`er heard of the Full Metal thing, but thats probably cause I sold my PS2 ages ago (blasphemy, I know, but i needed the cash)

Whats MoO and ToT? ... Mooo and Tot.... Death to Cows? :lol:

Never played Xeno, but from what I`ve seen I`m not too crazy about that kind of mechs. I like the more reallistic ones, from FM3.
 
Xenogears was nothing like the wonderful games before it, or after, it was a wanna be Robotech, mixed with Final Fantasy, in a bad way...and I hated upgrading my Char, just to find out the next chapter was in the MECH, which didnt get the upgrades your Char got
 
Actually I'm using Cam JH's Asha'man as the SeeD UU for Garden (since the Asha'Man is wearing what looks exactly like a SeeD uniform and is armed with a sword and casts lightning bolts). I wasn't planning on doing a floating garden as a UU for Garden, but rather the White SeeD ship (the solar Powered heavy cruiser that the White SeeDs used). I am planning on doing a Squall Leonhart King unit eventually, who will be armed with a gunblade. Hell, I may even convert the model I made for the LH to use it as the unit.

As for the acronyms, MoO = Masters of Orion, and excellent turn based space strategy game (well until they hit MoO III, which, like Civ IV, had too much time devoted to flashy 3D graphics and not near enough to gameplay), and ToT = Civ II Test of Time, the ultimate Civ II package, which in addtion to a re-vamped graphics engine for the original Civ II game also had a full Fantasy game (upon which Yorgos based his Midgard mod for Civ III), and a Sci-Fi game. I plan on using most of the resources and terrain ideas from the Sci-fi game. In order to do that, I'll most likely use either Snoopy's or the original Firaxis terrain as a base and paste the Sci-Fi terrain over it to give it the proper Civ III look.... For Instance, I'll create the Burning Forests by taking the Firaxis Jungle terrain, and color converting the different burning forests and pasting them over the jungle so that they kind of blend in with the jungle (since the Civ II tiles were about half the size of Civ III tile), but you can still tell what they're supposed to be. Similarly, for the Willies, I'll color-convert the swamps to be kind of purlple in color and paste the willies over top of them. Of course, as I said, I'm not going to even start this one until I get the FF mod done.
 
It gives me the Willies... :rotfl:
Oh yeah, CamJH`s units are awesome, since I recently got the time and finaly learned how to add units, I`m gonna be playing with those soon enough! And I don`t care what he thinks he has created, that`s a SeeD unit if I ever saw one. And I did. Its called the Asha`Man - (the amazing Usher-man :D)
 
Sorry to be post about this, especially as I haven't been on the forums before, but "Jueno" is actually supposed to be spelled "Jeuno."

As evidenced on this map from the game:
jeuno8de.png
 
Falnax said:
Sorry to be post about this, especially as I haven't been on the forums before, but "Jueno" is actually supposed to be spelled "Jeuno."

:blush: Mispelling has been fixed.....

In addition, I've made a number of changes to the game: First of all, Wizard Towers generate wizards every 20 turns instead of 15 turns now, since the lower production time has the effect of (a) seriously hurting the economy of smaller nations at the same time that it (b) gives HUGE nations an overwhealming advantage. In addition, I borrowed a concept from the SG1 scenario: Experience levels now have 2 HP difference, meaning that Conscripts still have 2 HP, but Regulars have 4 HP, Veterans 6 HP and Elites 8 HP. The purpose of this is to make it so that Elite units actually have a real advantage over regulars (and so I don't always lose Elite Knights to regular fighters), as well as provide an incentive for building barracks...

I've also added the latest round of units to the game (I'd been too busy making units to add any), and I'll give a rundown of the mod status now:

Tech tree still needs serious work, but I'm not planning on finishing that until I've got all the units caught up.

I HAVE implemented the "Good" and "Evil" flavors, and they are having the desired effects. (i.e. I'm playing the Al Bhed, which is a good civilization, and when I met the Jeuno (evil), they were already annoyed with me). All that I've done with the good and evil flavors is make them have a 100 relationship with each other and 0 with the opposites. I also re-did the Ramza Beoulve LH to make him less girly looking, and I'll post that later.

Here are the completed civs with their Culture group and UUs(for this purpose, I'm not including the King units that eventually must be done):

Alfitaria (FF CC): Mideast; Clavat Red Mage, Selkie Thief & Liltie Dragoon
Bervenia (FFTA): Mideast; Bangaa Templar, Blue Mage & Viera Sniper
Ordalia (FFT): Mediterranean; Royal Knight, Crown Guard & Firewall Elite
Windhurst (XI); Asian; Taru-Taru Ranger, Cardian, Mithra Ninja
Jeuno (I got the spelling right this time :p)(XI): Mediterranean; Freelancer, Tenshodo, Ducal Guard
Bastok (XI): European; Republican Paladin, Gold Musketeer, Mithril Musketeer
San d'Oria (XI): European; San d'Orian Guard, Royal Lancer, Temple Knight
Yevon (X): Mideast; Warrior Monk, Yevon Guard, YAT-97
Al Bhed (X): Mideast; Machina, Heavy Machina, Machina Hunter
AVALANCHE (VII): American; Freedom FIghter, Wutai Ninja, Highwind & Cloud as their King unit :)
Returners (VI): European; Narshe Guard, Returner & Esperling
Tycoon (V): European; Berserker, Sorceror & Hiryu
Baron (IV): Euopean; Fabul Monk, Red Wing & Kain's Dragoons
Forbidden Land (III): Asian; Skeleton, Lamia & Flying Fortress
Sassoon (III): Mideast; Viking, Magic Knight, Sage

Nearly complete Civs:

Ivalice (FFT): Mediterranean; Hokuten Knight, Nanten Knight.... Needs Mediator
Alexandria (IX): Mediterranean; Knights of Pluto, Ship of the Line.... Needs the Alexandrian Holy Knight (Gen. Beatrix)
Garden (VIII): American; SeeD, White SeeD Ship.... Needs Forest Owl (Rinoa Heartily)
Estar (VIII): American; Gesper, Ragnarok.... Needs Estar Soldier
Galbadia (VIII): American; Battle Biker, Iron Clad, Galbadian Soldier (currently using one of NeOmega's old units as a placeholder until I can finish up the partially finished unit that Muffins gave me)
Shinra (VII): American; GrossPanzer, SOLDIER.... Needs Shinra Attack Sub
Vector Empire (VI): European; Imperial Trooper, Magitek Armor.... Needs Imperial Sky Armor (might be able to do it farily quicky by using parts from previous airship units). Ironically, I actually have thier king unit done :crazyeye:

Unfinished Civs:

Lindblum (IX): Mediterranean, Needs Lindblum Aviator (Model is ready to animate, just need to figure out a few things about the Paradrop animation, though), Burmecian Dragon Knight (In Progress by Dease), and the Hilda Garde III, which I'm currently making.

Need to add:

Light Warriors from FF I. Need a Thief King unit, Red Mage, Black Mage and Sword Chucks, Yo! (I may name the Zodiac Kenshidoist that so that your foreign advisor says, "The Light Warriors have Sword Chucks, Yo!" :lol: )
Dark Warriors from FF I. Already have Garland King unit, Dark Elf Blademaster (Driz'zle), Pirate (Bikke) and Vampire units. I just need to make the LH and get the city list together.
Paramekian Emprie from FF II... Need more info on the game
The other guys from FF II.... Need more info on the game.

Also, here's a preview of all the units available to all civs.

Top row is the Offensive infantry lineup. From Left to right(the order of the upgrade path) are the Fighter, Knight, Paladin, Swordmaster, and Samurai
Second row is the Defensive unit lineup. From Left to Right (upgrade order) is the Archer, Ranger, Gunner and Sniper.
Third row is the Dragoon line of units with equal offense and defense. From left to right is the Warrior, Gladiator, Lancer, and Dragoon.
Fourth Row is the Mechanized unit line. From Left to right are the Battle Wagon, Steam Tank, Tank, and Heavy Tank.
To the far right of the second-third rows is the Airship line. From top to bottom are the Airship, Steam Airship, and Advanced Airship.
Fifth row is the Artillery units. From Left to right are the Catapault, Trebuchet, Bombard, Artillery, and Mobile Artillery.
The last two rows are the generic units buildable by almost all factions or available through wonders, small wonders or Improvements or are created by "salvaging" (enslaving) enemy units. from left to right are the Worker, Settler, Hunting Falcon (scout), Paratrooper, Jump Trooper, Marine, Death Machine (created when heavy mechanized units salvage enemy units), Mage (generated every 20 turns by the Mage tower city improvement), Minotaur (generated every 5 turns by the Tomb of the Unknown King Great wonder), and Crusader (generated every 5 turns by the Lord Mi'ihen's Crusaders Great Wonder).
Not pictured is the Turk unit that is generated by the Intelligence agency SW, Shinra Building SW (available only to Corporate Republic Gov), and Secret Police HQ (available only to Commie gov) and the Makou Cannon, which is generated every 15 turns by the Weapons Research Center SW. Also I plan to add a "Citizen's Militia" Defensive unit with low attack and no support cost that is generated every 5 turns by a Constitution SW that is available only to Democracy ('cause let's face it: Democracy, even with my modified version is shafted military wise).
 
Nope, but I am using the double-hulled one on the left as the generic Makou powered sub that all the other civs build. I may commission Orthanc to do it, once his backlog has been cleared a bit, or I'll just make it myself... once MY backlog gets cleared a bit.
 
Sorry for not noticing this one sooner, but Estar from VIII is actually Esthar. Admittedly, the H does look ugly and out of place, but I believe it's a reference to the fact that the Arabs called Venus "Esthar", and Esthar is a bright and shiny city (hence why it relates to Venus) and is science-oriented and exists in a desert (hence the Arab connection.)

In the wonders screenshot, there was a wonder listed as "The Windhurstian Lighthouse." Although such a lighthouse does not exist, a similar building exists in the game - Delkfutt's Tower, near Jeuno. You could probably leave everything the same about it, just tweak the name so that it makes sense.

Also, what are the current wonders being used? Just curious if, perhaps, there's a bit of room for some more FFXI-themed wonders, such as the Five Ministries, or Count Cauffale's Mansion...

If you're still looking for ideas on civilizations, it may seem like filler, but Selbina from FFXI is an independant nation...

Selbina (Commercial, Industrious, Seafaring)
Leader: Abelard (Here's a picture of Abelard:
http://img437.imageshack.us/img437/1866/abelard8ze.png

Military Leaders:
Devean
Melyon
Romeo
Vuntar

Scientific Leaders:
Chutarmire
Dohdjuma
Gibol

Cities:
Selbina
Battal
Bretta
Elfreide
Flandiace
Gabwaleid
Graegham
Isacio
Lombaria
Lucia
Manfried
Mathilde
Meldivon
Mendoline
Moreche
Orithyia
Pascaut
Pomulus
Valgeir
Velema
Zaldon

The only problem is Unique Units...it would probably have some form of improved boat, but that would be hard to name, seeing as the Selbinian boat never had a name...
 
Falnax: ACK!! You're right!! I'Ve been spelling Esthar wrong this whole time!!! :mad: I fuggin' HATE having ADD!!!!! I actually copied the whole thing outta the FF VIII Strat guide and seen the name a billion times on various websites, but never noticed I'd misspelled it unitl you pointed it out!!!

Well, it's fixed now.

And I want to say about your info for Selbina from FF XI: :woohoo::band: :dance: :thanx: :bounce:

You're the first person in about 6 months who's provided any pertinent civ info. I'll be seeing about adding this civ ASAP, as soon as I delete the city names from the other FF XI civs that are already being used.

As for UUs, what do these boats look like? maybe they would be a replacement for the Galleassi (caravel) or Heavy Galleassi (Frigate and Galleon merged)? Possibly they could have +1 transport capacity and be called something like a Selbinian Cog or Carrack?

As for other UUs, possibly give them some kind of Mithra, Galkan or Elvaan UU (because it's between San d'Oria and Bastok, right?) to fill out the UU lineup.... I could do the Mithra easy enough (just make a variant of the Ranger with Cat ears&tail and a slightly different outfit). Elvaan wouldn't be too hard either... Galka would be a bit of a problem though. As for the ship, depending on what they look like, I could probably either use one of the Firaxis ships or one of those made by Aaglo or Orthanc.

BTW, what kind of archietecture does this city have? Is it sorta like Windhurst (i.e. somewhat similar to Angkor Wat type of SE/E Asian), mediterranean, arabic or more European... I need to know so I can assign it a culture group.

Oh, and ther IS a Windhurst Lighthouse (that's really freakin' huge), and it is located in Port windhurst at area K-15 (if you use the maps in the FF XI Spring 2004 strategy guide), and it looks exactly like the graphics I made for it, which were based off of a screenshot of said lighthouse.
 
Here's a picture of Selbina (please ignore the freaky sky...)

http://img366.imageshack.us/img366/6834/selbina2gy.png

Also, I was doing a bit of research, and found out that despite the fact that the boat has no American name, in Japan it was called "Voyager." Here's a picture, but again, it looks freaky, because having no access to the game (I'm not paying $13 a month!) I obtained these by looking through the game files.

http://img229.imageshack.us/img229/7566/voyager0ru.png

Please note that normally, part of the bottom would be underwater, hence why it looks so tall, and the sail is, sadly, part of another file, but I'm sure you can use your imagination...

If I recall correctly, Romeo is a member of an elite group called the "Eco-Warriors." This could be a UU, but sadly I have no idea what its effect would be. All he does in the game is trade you a trash can for five dingy old weapons, so I'll have to think on that one...

The only other major thing I can think of that defines Selbina is it's where the player gets the ability to have two classes at once, so perhaps a SubJob Fighter that has rudimentary healing abilities? The biggest problem I can see with this is it would be difficult to balance with other civilizations who have to work hard for their magic...

By the way, the town list is actually not taken from areas surrounding Selbina, but is actually comprised of people who live in the town. Seeing as Selbina is such a small area, I had to improvise a bit. Although it would be nice to look at the list of FFXI areas you have - I noticed an error in the screenshot in which Horlais was spelled Hortais, so I'm wondering if there's any other small errors...
 
Nope, Hortais is spelled Hortais... It's right there on the map that was included with the strategy guide... ALthough it is properly called Hortais Peak.

Thanks for the Screenshots. Selbina will go into the "Asian" group with Windhurst (I use a modified version of SoG's Angkor/Khmeri cities), since it is what looks most like that picture. Finally Windhurst and the Forbidden Land (bad guys from FF III) will have some company, and I'll have one good, one evil and one neutral civ in that CG (basically I added the Good and Evil flavors to affect diplomacy, so that it would be unlikely that civs that were definitely one or the other would team up with the opposite and more likely that they would support other civs of the same alignment. Neutral civs are those who changed sides at least one or who showed no particular alignment in the game.... For instance Esthar, which was evil until Laguna took over).

Also from the pic of the Voyager, I think I could safely use the Carrack from C3C for it, and give it the same stats and tech requirements as the Galleassi, but the ability to travel safely in Ocean tiles (like the Carrack had).
 
I am going to redo the Turk soon, so that it works with Civ3. Also was thinking of doing some vehicular units since I have models galore...:)

What about monster units as Barbarians?

For example, Bombs, Molbols, Hengehog Pies and Veterans(Flying bat-winged eyeballs).
 
Well, I've already got the two land and 1 sea barb unit done, so there's nothing else I can do for barbs..... Unless I create a non-playable civ with its own tech tree called the Fiends that creates nothing but barb units... It would be very difficult to implement, though.

The Hilda Garde III, which I'm almost finihsed making, however Shoots Bombs out of its cannons (since it is armed with Alexandrian mortar cannons that shoot Bombs).
 
Sadly, I don't have one of my classic maps to validate this one, although the correct spelling is, in fact, Horlais...do a Google search if you don't believe me...Horlais turns up 12,200 hits, while Hortais turns up 10...

Anyway, I was wondering if you needed some Final Fantasy music for this game, seeing as I keep a rich supply of FF music on hand...contary to popular belief, using copyrighted music is not a crime if the product is non-profit, which this obviously is. I've got music perfect for diplomacy with Asian and Mediterranean civs at peace, and both peace and war for European, and I have the theme song for every civ FF6 onwards. I would think these could be used as the music for that culture group, just like how music differs based on culture group in CIV3...
 
Back
Top Bottom